One die, one decision — roll again or bank. Pig is the purest press-your-luck game ever taught in a classroom, and this pad runs two full races to 100 with the rules (and the two-dice variant) printed on it.
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One die circles the table. On your turn, roll: a 2 through 6 adds to your turn total, and you choose — roll again, or hold and bank the total onto your score. Roll a 1 and the turn total evaporates, die passes, table laughs. First to 100 wins. A six-year-old learns it in one round; a statistician can spend a career on it.
Every roll risks one-sixth of a disaster against five-sixths of progress, which makes "when do I stop?" a genuine expected-value problem — the reason Pig appears in math classrooms everywhere. The folk answer, hold at 20, falls out of the arithmetic, but the game's charm is that the arithmetic stops mattering when you're 8 points behind with the die in your hand.
Two-Dice Pig doubles the speed and the terror: both dice count, a single 1 ends the turn, and snake eyes torch your whole banked score. It turns a gentle classroom game into a proper gambling story — the sheet's second grid is usually where that version gets played. Graduated from Pig? 10,000 and Farkle are this game with more dice and more ways to be sorry.
Exactly 100 or over? Either is played; over-the-line is the common default. The pad's caption says agree — so agree.
Does everyone get equal turns? House choice: sudden-death at 100, or finish the round so everyone has rolled equally. The second is fairer; the first is funnier.